Unique Abilities

Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).

  • Passive: Always active, provide a consistent positive effect.
  • Active (Duration): Activated, Duration is a set amount of days, this works same as Self Spells.
  • Active (Consumable): Activated, works until EITHER used or the next day. Be careful using close to a days end!
  • Cooldown: Starts when activated and are exact.

Races

Avian

Bonuses:

-30% Attack Travel Time

+20% Birth Rate

-25% Draft Cost

+30% Specialist Training Credits

Fog Immunity

Penalties:

+15% Own casualities when attacking

+15% Own casualities when defending

Can't use Barracks

Can't use Stables or War Horses

Military:

Off/Def Cost NW
Soldiers (3, 0)
Griffins (10, 0)
Harpies (0, 10)
Drakes (8, 5) 2,000gc 5.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Greater Protection, Town Watch and Illuminate Shadows

Unique - Skybound Strike

Avians draw upon the unyielding power of the skies, their wings guided by the winds of fortune. In perfect harmony with the heavens, they strike with a speed and grace that leaves their enemies awestruck, cementing their rule over the skies.


Active Effect

(Only triggers in War and Hostile Relations) Once activated, the next attack (that meets all requirements BEFORE the next day) will automatically succeed, and suffer no offensive losses. In addition, gains will be reduced based on offense sent compared to defense of the target.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Dark Elf

Bonuses:

+25% Wizards Per Acre (WPA)

-25% Military Training Cost

+10% Offensive Military Efficiency

+50% Science Effectiveness - Sorcery

+1% Extra Mana Per Tick

Penalties:

-10% Enemy casualities when attacking

-10% Enemy casualities when defending

+35% Thief cost

Military:

Off/Def Cost NW
Soldiers (3, 0)
Night Rangers (10, 0)
Druids (0, 10)
Drows (8, 8) 2,000gc 6.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Blizzard, Mage's Fury, Nightfall and Meteor Showers

Unique - Void Tap

Delving into forbidden channels, spellcasters draw upon the void between realms — a place where essence costs nothing, but always at a price. For a fleeting time, their sorcery flows unimpeded by material cost.


Active Effect

When activated, all offensive spells (excluding Rituals) cost no runes for the next 3 Utopian Days. Can be reactivated after 24 Utopian Days.


Cooldown

24 Utopian Days

Duration

3 Utopian Days

Dryad

Bonuses:

+8 Food Bushels Created Every 2 Acres

+6 GC Created Every 2 Acres

+2 Runes Created Every 2 Acres

-10% Combat Instant Spell Damage Received

-15% Own casualities when attacking

-15% Own casualities when defending

-10% Sabotage Damage Received

Penalties:

+25% Battle Losses - Ambush

+10% Battle Losses

-25% Castle Effectiveness

Military:

Off/Def Cost NW
Soldiers (3, 0)
Huldras (10, 0)
Nymphs (0, 11)
Will O The Wisps (10, 5) 2,100gc 5.75
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Greater Protection

Unique - Living Forests

Ancient groves awaken at your call, growing in harmony with your armies. These sentient forests ensure a constant bond with your steeds, shielding them from theft and decay.


Passive Effect

Your stables will fill to maximum capacity each day. Immune to Steal War Horses.

Faery

Bonuses:

+50% Offensive Spell Duration

+15% Wizards Per Acre (WPA)

+100% Self-Spell Duration

+15% Thievery Per Acre (TPA)

Train Thieves with Credits

Penalties:

-10% Income

-5% Max Population

Military:

Off/Def Cost NW
Soldiers (3, 0)
Magicians (12, 0)
Druids (0, 10)
Beastmasters (6, 9) 2,100gc 6.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Guile, Blizzard, Greater Protection, Fountain of Knowledge, Tree of Gold, Revelation, Righteous Aggressor and Fountain of Knowledge

Unique - Ethereal Mirage

Faeries possess an unparalleled connection to the ethereal plane allowing them to enhance Mystic Vortex with devastating precision. While others struggle to dispel enchantments, Faeries effortlessly strip all spells from their targets, leaving them vulnerable.


Active Effect

Until the end of activated day, successful casts of Mystic Vortex will remove all active spells from the target province.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Halfling

Bonuses:

+10% Max Population

-10% Military Training Cost

-25% Military Wages

+50% Science Effectiveness - Cunning

+25% Thievery Per Acre (TPA)

+1% Extra Stealth Per Tick

Penalties:

-25% Birth Rate

+25% Building Construction Cost

Military:

Off/Def Cost NW
Soldiers (3, 0)
Strongarms (10, 0)
Slingers (0, 10)
Brutes (8, 7) 1,500gc 6.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Quick Feet, Invisibility, Nightfall and Fog

Unique - Sneak Attack

Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.


Active Effect

Upon activation, all Thievery losses on operations are reduced by 75% until next day.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Human

Bonuses:

-25% Reduced Damage from Amnesia

+10% Income

+10% Science Effectiveness

Dungeons hold +20 prisoners

Penalties:

-20% Wizards Per Acre (WPA)

+25% Military Wages

+25% Military Training Time

Military:

Off/Def Cost NW
Soldiers (3, 0)
Swordsmen (10, 0)
Archers (0, 10)
Knights (9, 5) 2,400gc 5.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Fountain of Knowledge, Revelation, Scientific Insight, Reflect Magic and Greater Protection

Unique - Focused Resolve

In the crucible of war, clarity sharpens. With every passing day, determination hardens into insight — an unyielding focus that fuels the march of discovery.


Passive Effect

While in war, gain +1% Science Efficiency per day, up to a maximum of +15%. This bonus resets when war ends.

Orc

Bonuses:

+20% Battle Gains

-50% Draft Cost

+10% Enemy casualities when attacking

+10% Enemy casualities when defending

Penalties:

+25% Rune Cost (excluding Ritual)

-30% Thievery Per Acre (TPA)

Self Spell Mana Cost Increased by 1

Military:

Off/Def Cost NW
Soldiers (3, 0)
Goblins (10, 0)
Trolls (0, 10)
Ogres (10, 3) 2,100gc 5.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Bloodlust, Aggression and Wrath

Unique - Warlord's Fury

Fueled by unyielding ferocity, Orcs channel their Warlord's Fury to devastate their enemies and reap the spoils of war. Their relentless attacks seize additional resources from the fallen, while their resilience ensures that a portion of their warriors rise again to continue the fight.


Passive Effect

Successful attacks plunder additional resources (gold, runes, food) equivalent to 25% of a successful Plunder attack and 25% of Military Casualties return home instantly (Soldiers, Specialists, and Elites).

Undead

Bonuses:

+10 Prisoner Capacity Per Acre

-100% Food Consumption

Always Carries and is Immune to the Plague

Offensive specialist gets +1 strength

Prisoners convert into Elites over time

Soldiers convert into Specialists over time

Penalties:

-25% Watch Tower Effectiveness

Can't Train Elites

Can't use Dungeons

Military:

Off/Def Cost NW
Soldiers (3, 3)
Skeletons (10, 0)
Zombies (0, 10)
Ghouls (10, 4) 999,999gc 5.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Animate Dead, Ghost Workers and Righteous Aggressor

Unique - Rotting Plague

A festering sickness clings to the wounded, seeping into soil and storehouse alike. It rots structure and spirit, draining the strength of those who endure it.


Passive Effect

Enemy provinces successfully attacked by this one suffer -15% Building Efficiency and +30% Food Consumption. This plague can be cured with Nature's Blessing or by building Hospitals.

Personalities

Cleric

Bonuses:

+50% Land Effect - Guilds

-25% Combat Instant Spell Damage Received

+50% Hospital Effectiveness

+25% Science Effectiveness - Resilience

+25% Science Effectiveness - Shielding

+1% Extra Mana Per Tick

+50% Land Effect - Towers

Elite gets +5 offensive strength

Self Spell Mana Cost Reduced by 1

Can cast Support spells on Kingdom mates

Convert Specialists into Elites on Attack

Elite gets +3 defensive strength

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Salvation, Heroes Inspiration, Divine Shield, Ghost Workers and Mystic Aura

Unique - Divine Favour

Clerics are blessed by divine forces, granting them unparalleled mastery over protective and empowering magic. Through their sacred connection, their self-spells are occasionally imbued with divine favor, doubling their duration and extending the blessings of their faith.


Passive Effect

When casting self-spells, Clerics have a 50% chance to double the spell duration and gain 10% of runes refunded.

Freak

Bonuses:

+10% Building Efficiency

+50% Land Effect - Guilds

+15% Barracks Effectiveness

+15% Training Grounds Effectiveness

+4 Prisoner and Mercenary Offensive Strength

+40% Science Effectiveness - Shielding

+15% Thieves' Den Effectiveness

Convert Specialists into Elites on Attack

Elite gets +2 defensive strength

Elite gets +5 offensive strength

Own Sabotage and Insant spell damage will range from -10% to +30%

Own attacks gains will range from 90-130%

Starting Bonuses:

+800 Starting Elites

Spell Book:

Fanaticism, Bloodlust, Vermin and Soul Blight

Allowed Thief Operations:

Greater Arson

Propaganda

Unique - Arcane Frenzy

Every strike fuels the Heretic’s madness, igniting a surge of forbidden power. As battle rages, their mind fractures into focus — spellcraft and subterfuge heighten in perfect, volatile harmony.


Passive Effect

After each successful attack, gain +1 Mana and +1 Stealth for the next 5 days. This effect does not stack.

General

Bonuses:

+25% Building Credits

+25% Castle Effectiveness

+25% Watch Tower Effectiveness

+5% Military Efficiency

+50% Science Effectiveness - Bookkeeping

+50% Science Effectiveness - Strategy

+25% Specialist Training Credits

Elite gets +6 offensive strength

Convert Specialists into Elites on Attack

Elite gets +1 defensive strength

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Salvation, Mystic Aura, Mist and Greater Protection

Allowed Thief Operations:

Greater Arson

Unique - Siege Warfare

The siege is relentless, the devastation absolute. The enemy's lands will bear the scars of war leaving broken bones and desolate lands in its path.


Active Effect

For the next 6 days, any successful Massacre attack will also destroy 15% of enemy Farms, Towers and Homes.


Cooldown

24 Utopian Days

Duration

6 Utopian Days

Raider

Bonuses:

+15% Barracks Effectiveness

+50% Science Effectiveness - Crime

+50% Science Effectiveness - Tools

+20% Sabotage Damage

-50% Thief cost

+50% Thieves' Den Effectiveness

+1% Extra Stealth Per Tick

War Horse gets +1 strength

Access all Thievery Operations

Convert Specialists into Elites on Attack

Elite gets +1 defensive strength

Elite gets +5 offensive strength

Starting Bonuses:

+800 Starting Thieves

Spell Book:

Quick Feet, Wrath, Fog, Gluttony and Guile

Unique - Undermining Assault

A calculated offensive aimed at more than just land — it fractures coordination and exposes gaps in the enemy's defenses. As confusion spreads, their ability to resist subterfuge crumbles.


Active Effect

Your next successful attack applies Coordinated Strike to the target for 4 days, reducing their Watch Tower thievery defense effectiveness by 15%. This effect cannot be used if Skybound Strike is active on your province.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Saboteur

Bonuses:

+100% Land Effect - Guilds

+100% Science Effectiveness - Finesse

+50% Science Effectiveness - Production

+50% Science Effectiveness - Channeling

+50% Science Effectiveness - Crime

+50% Thieves' Den Effectiveness

+1% Extra Mana Per Tick

+1% Extra Stealth Per Tick

+50% Land Effect - Towers

Convert Specialists into Elites on Attack

Elite gets +5 defensive strength

Access all Thievery Operations

Penalties:

Elite gets -1 offensive strength

Starting Bonuses:

+600 Starting Thieves

+600 Starting Wizards

Spell Book:

Meteor Showers, Guile, Nightmare, Chastity, Pitfalls, Righteous Defender and Magic Ward

Unique - Arcane Mastery

Through relentless study and unshakable will, you bend the fabric of magic with refined precision. Select spells sharpen under your control, becoming devastating tools of suppression and protection alike.


Passive Effect

Your deep command over magic significantly enhances specific spells, Chastity - Fully halts natural peasant growth (duration halved), Magic Ward: Duration doubled

Sage

Bonuses:

-15% Attack Travel Time

+25% Battle Gains - Learn

+50% Science Effectiveness - Tactics

+10% Military Science Books Produced

Accurate Espionage (in war)

Convert Specialists into Elites on Attack

Elite gets +6 offensive strength

Starting Bonuses:

+600 Starting Soldiers

+1 Starting Scientists

+600 Starting Specialist training credits

Spell Book:

Scientific Insight and Illuminate Shadows

Unique - Strategic Reserve

Centuries of foresight and preparation pay off in war, as each victorious campaign yields not only territory, but knowledge. Battle-tested strategies are swiftly recorded, studied, and refined for future advantage.


Passive Effect

(In War) Each successful Traditional March against a province within 90–110% of your networth grants science equal to 3 days of passive gain. Max 40 days of science per war.

Spellsword

Bonuses:

+100% Land Effect - Guilds

+20% Combat Instant Spell Damage

+15% Training Grounds Effectiveness

-25% Rune Cost (excluding Ritual)

+50% Science Effectiveness - Channeling

+1% Extra Mana Per Tick

Elite gets +5 offensive strength

Convert Specialists into Elites on Attack

Elite gets +1 defensive strength

Starting Bonuses:

+800 Starting Wizards

Spell Book:

Bloodlust, Soul Blight, Nightmare, Pitfalls, Fools Gold and Magic Ward

Allowed Thief Operations:

Subdue Wizards

Unique - Mana Surge

As reserves dwindle, raw magic flares with volatile strength. In moments of desperation, every incantation lashes out with amplified force, channeled from the dregs of your waning power.


Passive Effect

When mana is below 30%, your offensive spells deal +25% spell damage. This bonus ends once mana rises above 30%.

Warlord

Bonuses:

+10% Enemy casualities when attacking

+10% Enemy casualities when defending

+25% Training Grounds Effectiveness

+25% Damage Inflicted on Massacre Attacks

+10% Offensive Military Efficiency

+75% Enemy battle casualties convert to soldiers

+50% Science Effectiveness - Siege

Elite gets +7 offensive strength

Convert Specialists into Elites on Attack

Penalties:

Elite gets -1 defensive strength

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Wrath, Heroes Inspiration and Bloodlust

Allowed Thief Operations:

Steal War Horses

Unique - Blood Price

War demands a toll in blood, and some strikes are paid in full. As the battlefield erupts in carnage, a dark pact is fulfilled — the enemy suffers grievous losses, both at the front and within their own walls.


Passive Effect

Each successful Traditional March has a 20% chance to trigger Blood Price, causing - +35% Military Casualties inflicted on the enemy, 30% of enemy soldiers at home are slain


Here is the effects of all possible rituals.

AffluentIncome +10%, -20% Draft Cost and Draft Speed +20%
Ascendency+100% Wizard Production, -50% Wizard Losses on Failed Spells, -40% Science Book Production
Benediction+15% BE, +50% pop growth, +10% Flat Rate Building Production
Barrier-25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA
Expedient-30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & +20% Wizard Production
Expropriation+15% combat gains, +15% Honor gains, +20% Specialist and Build credits
Fleetfoot-10% Attack time, -10% Offensive Military Casualties
HavocIncreases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 15% & Instant Spell damage and Sabotage Damage by 15%
OnslaughtIncreases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15%
Stalwart+5% Defensive Military Efficiency (DME) & -15% Defensive Military Casualties

Here are the effects of each Stance

NormalNone
Defensive+10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME
Noble+50 effects from honor, +20% honor gained, +20% Build Construction Cost and Time, +25% Wages
Aggressive+10% Battle (Resource) Gains, +50% Bravery Gains, +15% Military Casualties
Peaceful+10% Income, +10% Food & Rune Production, +100% Birth Rate, -10% Military Efficiency, -10% Wizard Production


Here are the effects of all possible dragons.

Emerald+25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat
RubyReduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees
Sapphire-30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
Topaz-30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter
Amethyst-15% science effectiveness and effects as if 2 cast of Amnesia were successful on each province instantly and every 6 days

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